// i.d(t, {
//   Pp: () => l,
//   s1: () => c,
//   r0: () => h,
//   m$: () => d,
//   D7: () => u,
//   Ll: () => p,
//   n0: () => m,
//   fd: () => g,
//   Fe: () => f,
//   YN: () => v,
//   k2: () => y,
//   mY: () => b,
//   _U: () => S,
//   S3: () => E,
//   J2: () => T
// })
import * as THREE from "three"
import Matrix from "../three/Matrix"
import Vectors from "../three/Vectors"

const isOrtho = (e: Matrix) => !!e && 1 === e.elements[15],
  c = e => !!e && e.elements[15] > 0 && e.elements[15] < 1,
  h = (() => {
    const e = new THREE.Vector3()
    return (t, i, n, s) => (e.copy(t).sub(i), e.clampLength(n, s), i.clone().add(e))
  })(),
  d = (() => {
    const e = new THREE.Vector3()
    return (t, i, n, s) => {
      e.copy(i).sub(t)
      const r = Math.atan2(Math.sqrt(Math.pow(e.x, 2) + Math.pow(e.z, 2)), e.y),
        o = Math.min(Math.max(n, r), s)
      return Math.abs(r - o) > Number.EPSILON ? u(t, i, r - o, !1) : t
    }
  })(),
  u = (() => {
    const e = new THREE.Vector3(),
      t = new THREE.Vector3()
    return (i, n, s, o) => (
      e.copy(n).sub(i),
      o
        ? t.copy(Vectors.UP)
        : t
            .copy(e)
            .applyAxisAngle(Vectors.UP, (-1 * Math.PI) / 2)
            .setY(0)
            .normalize(),
      e.applyAxisAngle(t, s),
      n.clone().sub(e)
    )
  })(),
  p = (() => {
    const e = new THREE.Vector3(),
      t = new THREE.Vector3()
    return (i, s, r) => (e.copy(i).sub(s).normalize(), t.copy(i).sub(r).normalize(), new THREE.Quaternion().setFromUnitVectors(e, t))
  })(),
  m = (() => {
    const e = new Matrix()
    return (t: THREE.Vector3, i: THREE.Vector3) => (
      e.setPosition(t), e.lookAt(t, i, Vectors.UP), new THREE.Quaternion().setFromRotationMatrix(e.asThreeMatrix4())
    )
  })(),
  g = (() => {
    const e = new THREE.Vector3()
    return (t, i, n) => (
      e.copy(Vectors.FORWARD).applyQuaternion(t).normalize(),
      e
        .clone()
        .multiplyScalar(-1 * n)
        .add(i)
    )
  })(),
  f = (() => {
    const e = new THREE.Ray(),
      t = new THREE.Vector3(),
      i = new THREE.Vector3()
    return (n, s, o) => (i.set(0, 0, 0), t.copy(Vectors.FORWARD).applyQuaternion(s), e.set(n, t), e.intersectPlane(o, i))
  })(),
  v = (() => {
    const e = new THREE.Vector3(),
      t = new THREE.Vector3(),
      i = new THREE.Vector3(),
      s = new THREE.Vector3(),
      o = [
        new THREE.Vector3(),
        new THREE.Vector3(),
        new THREE.Vector3(),
        new THREE.Vector3(),
        new THREE.Vector3(),
        new THREE.Vector3(),
        new THREE.Vector3(),
        new THREE.Vector3()
      ],
      a = new THREE.Vector3(),
      l = new THREE.Vector3(),
      c = new THREE.Vector3(),
      h = new THREE.Vector3(),
      d = new THREE.Plane(),
      u = new THREE.Vector3(),
      p = new THREE.Ray(),
      g = new THREE.Vector3(),
      f = new THREE.Vector3()
    return (n, v, y, b, S, E) => {
      e.copy(Vectors.FORWARD).applyQuaternion(v).setY(0),
        t.copy(e).setY(y).normalize(),
        s
          .copy(t)
          .applyAxisAngle(Vectors.UP, -Math.PI / 2)
          .setY(0)
          .normalize(),
        i.copy(s).cross(t).normalize()
      let T = 0
      const w = b.max,
        _ = b.min,
        M = [w, _]
      for (let e = 0; e < 2; e++) {
        const t = M[e].x
        for (let e = 0; e < 2; e++) {
          const i = M[e].y
          for (let e = 0; e < 2; e++) {
            const n = M[e].z
            o[T].set(t, i, n), T++
          }
        }
      }
      a.copy(_), c.copy(n).setY(_.y)
      let x = l.copy(a).sub(c).dot(t)
      o.forEach(e => {
        if (e.y === w.y) return
        const i = l.copy(e).sub(c).dot(t)
        i < x && (a.copy(e), (x = i))
      })
      const A = Math.sign(a.dot(s))
      h.copy(a).setX(a.x === w.x ? _.x : w.x),
        Math.sign(h.dot(s)) !== A
          ? d.set(u.set(0, 0, -1 * Math.sign(a.z)), Math.abs(a.z))
          : (h.copy(a).setZ(a.z === w.z ? _.z : w.z), d.set(u.set(-1 * Math.sign(a.x), 0, 0), Math.abs(a.x))),
        p.set(n, g.copy(t).multiplyScalar(-1)),
        p.intersectPlane(d, f)
      const O = Math.min(Math.abs(f && f.dot(t)), x)
      let D = 0,
        C = 0
      o.forEach(function (e) {
        l.copy(e).sub(n)
        const t = Math.abs(l.dot(s)),
          r = Math.abs(l.dot(i))
        t > D && (D = t), r > C && (C = r)
      })
      const P = D / Math.tan((S * E) / 2),
        I = C / Math.tan(S / 2),
        N = Math.max(P, I) + Math.abs(O),
        L = n.clone().add(t.clone().multiplyScalar(1.1 * -N))
      return { position: L, rotation: m(L, n) }
    }
  })(),
  getOrientedAngleTo = (() => {
    const e = new THREE.Vector3()
    return (t, i, n = Vectors.UP) => {
      const s = t.angleTo(i)
      return Math.sign(e.crossVectors(t, i).dot(n)) * s
    }
  })(),
  b = (e, t, i, n, s = 1.5) => {
    const r = 1 / e.elements[5]
    if (isOrtho(e)) return (s * n) / (2 * r)
    const o = t.distanceTo(i),
      a = Math.atan(r)
    return n * (s / (2 * Math.tan(a) * o))
  },
  S = (function () {
    const e = new THREE.Vector3(),
      t = new THREE.Matrix4()
    return (i, n, s) => {
      const r = e.set(0, 0, -i).applyMatrix4(n).z
      return t.copy(n), t.invert(), e.set(2 / s, 0, r).applyMatrix4(t), e.x
    }
  })(),
  E = (e: Matrix) => 1 / e.elements[5],
  T = (() => {
    const e = new THREE.Vector3()
    return (t: THREE.Group | THREE.Object3D, i: THREE.Vector3, n: THREE.Vector3) => {
      const s = n.angleTo(Vectors.UP),
        o = Math.abs(s - Math.PI)
      return s < 0.2 || o < 0.2 ? (t.quaternion.setFromUnitVectors(Vectors.FORWARD, n), !0) : (t.lookAt(e.copy(i).add(n)), !1)
    }
  })()

export default {
  Pp: isOrtho,
  s1: c,
  r0: h,
  m$: d,
  D7: u,
  Ll: p,
  n0: m,
  fd: g,
  Fe: f,
  YN: v,
  k2: getOrientedAngleTo,
  mY: b,
  _U: S,
  S3: E,
  J2: T
}
